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    posted a message on Murloc Madness: Elimination Group D

    I voted Vargoth because Onyxia was kinda dead slot in gallery for most of Hearthstone history, and Vargoth effect is kinda cool. If he would face against any card which I like in future phases I'll easily vote against him though.

    Posted in: General Discussion
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    posted a message on Prepare for Mercenaries—Coming October 12!

    Seems pretty cool and well designed, but it's true that it may be hard to spend gold both on this and regular modes. Shame, because I realy like how this looks.

    Posted in: News
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    posted a message on How do you handle the annoying players?

    I guess I'm a bit of Trumper and maybe a Faker by accident. I just enjoy playing cards/spending mana as much as I could, and I think I deserve this if they still have more satisfaction because they won anyway. I however don't concede, unless opponent don't kill me when he could on his turn, because I prefer myself when I can kill my opponent rather than when they concede.

    Posted in: General Discussion
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    posted a message on Murloc Madness: Elimination Group C

    I would consider votin for Arch-villain Rafaam, but not Ach-thief one. Being an awesome character isn't enough when the card is so weak, and stands against Tirion himself.

    Posted in: General Discussion
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    posted a message on Murloc Madness: Elimination Group B
    Quote from Pherosizm >>

    I like to imagine these characters are doing battle, and then I've chosen the one I like more and/or the one that I think would legit win a battle if I have no preference.

    Spells and weapons aren't as fun to fit into this imaginary setting, so you sort of picture them sitting on the ground in the middle of an arena, with the opponent looking confused at the crowd.

    Flawless victory!

     That's what I do whenever I see a tournament related to fantasy/sci-fi/etc universe. In this case, when there is a spell/weapon I just imagine that there is some common guy, who doesn't have much power himself which use them.

    Posted in: General Discussion
  • 1

    posted a message on Bolner Hammerbeak

    It's because you can't target with a card if you don't play it, same with randomly cast spells.

    Posted in: Card Discussion
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    posted a message on Custom Class Competition #8 -- Voting Thread | Week Four

    Hmm, will it be first final with 3 or 5 finalists instead of 4.

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #8 -- Voting Thread | Week Four

    Oh no, where Vizier and Oracle

    Posted in: Fan Creations
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    posted a message on Murloc Madness: Elimination Group A

    Wow, I have 7 unpopular opinions!

    My boy Master Oakheart got totally destroyed though :(

    Posted in: General Discussion
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    posted a message on The Official Hearthstone Meme Thread

    Edit: Image crashed and I don't have backup D:

    Posted in: General Discussion
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    posted a message on Demon Hunter but not Monk / Death Knight?

    There were already uncollectible Death Knight cards in the game, so it's not realy strange they didn't want DK, but I dunno about monk, but I am not realy sure why monk would fit more. But yeah, before DH, i had a deck for each class in both Wild and Standard, and now it's not possible to have a deck for each class for each mode, but I guess it's not a problem for majority, which either don't bother playing Classic, or doesn't need deck for each class in it, then 27 deck slots are fairly enough probably

    Posted in: General Discussion
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    posted a message on Madness is Coming...
    Quote from Biomass >>
    Quote from sadonj >>

    Since they sold hearthpwn they put 0 effort on it.

    At this point let's forget it exists. If they update it it will  be a surprise 

    Which alternative would you recommend?

     There's also outof.cards, but I'd say both are good

    Posted in: General Discussion
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    posted a message on Custom Class Competition #8 -- Discussion Thread | Week Four

    Honestly, I kinda expected that, this week's set was kinda all over the place, without much synergies. I could probably divide cards better, maybe that would help.

    Anyway, good luck to all remaining.

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #8 -- Submission Thread | Week Three

    Witch Doctor, the Hexxer set, part two

      

    Ritualist Tools (Note: 'temporary' means that a card is discarded at the end of turn, like in Throw Glaive):

       

    Explanation on Ritual: Ritual works a bit like Secrets, by creating a special symbol over your portrait, which, when hindered, will show what the Ritual does. Unlike Secrets, Ritual doesn't have to be the only effect on the card, and may be placed on minions and weapons. Still, you can have at most 5 Rituals at the time, but, unlike Secrets, you can have multiple copies of the same Ritual.

    Upgraded Hero Power:

     Short recap:

    Themes:

    Short version: Hero Power synergies (through Ritual keyword mostly), swarm and death of minions, sacrificing minions, weapons, (0)-cost spells, copying cards, shuffling as a downside.

    A bit longer version: My class is a Witch Doctor. As you may guess from the Keyword, Hero Power synergies are one of the main themes of my class, and this Keyword helps me to keep in check that there won't be much permament boosts, rather one-time effects, so player wouldn't end up spamming it each turn, yet would be using it more than with other classes. Another main theme is swarming your board with small minions, and then profit from their death, by Deathrattles, area on-death synergies, and sacrificing them. It won't have area buffs though, so it would be different than Token Druid. It will also have access to weapons. Side themes will be (0)-cost spells, without much synergy, but allowing for faster strategies, copying cards, what would help with some funny combos, and shuffling bad cards into your own deck as a downside for cards. The most common minion types will probably be Beasts, sometimes Totem, and there may happen to be few Elementals. Main spell school will be Shadow, there will be some Nature spells too, and a bit of Fire spells

     Strenghts, limitations, weaknesses:

    Strengths: Swarm, card generation, AoE, a bit of combo potential through delayed effects, copying cards and Mana cheating.

    Limitations: Survivability through healing, removals, card draw.

    Weaknesses: No big bodies (not many high-cost cards in general, class rather relies on generating cards in late game), no single nor area buffs, lack of immediate face damage.

     Showcase cards:

      

    Tokens:

     

     In this part of set, I focused on cards with Ritual keyword, as well as added two other cards with Hero Power synergy. Crawling Friends helps swarming the board, and after you use Hero Power, you may add two more to your hand. On the other hand, that will also add two rather bad cards into your deck, weakening power of your deck. There are few cards in my class which do use mechanic of shuffling cards as a downside, used preferably in decks which generate cards rather than drawing them. Power Ring showcases a special token my class will sometimes use - Ju-ju Essence. I do not plan on any direct synergies, but they will help in building combos. Voodoo Channeler has synergy with 0-Cost spells, which my class uses quite oftenly. They are not one of main themes though, so that's the only card which synergise with them in whole Hexxer set.

    All cards in this part of Hexxer set, by rarity, with short insight:

    Common:

    Ju-ju Blast is one of 0-Cost spells my class has, and may generate another one. It's probably a bit on a strong side, in comparison with WANTED! or Mortal Coil, but I'd say it's ok, in today Hearthstone. Broodmother is another card which summon spiders, and another one which shuffle them into your deck as a downside. Cauterize Soul is helpful, but rather high-cost spell which may get rid off of one big minion, or many small ones.

    Rare:

    Mating Toad helps with summoning small minions, and is a bit stronger, but still small minion useful in early trading. It completes one of two challenges.

    Epic:

    Soulfused Staff is kind of flexible draw, which can be postponed so you can smack some small minions with pre-Core Assassin's Blade. If used immediately, it's either 7-Mana Sprint that also adds Ritualist Tool to your hand, or 7 Mana draw 3, gain +3 Attack this turn and add a Ritualist Tool to your hand.

    Nightmare Ring may not realy do much damage for it's cost, in comparison to Volcanic Potion, or Felfire Potion, but may add a decent amount of minions to your hand, and help you out-value your opponent. This class relies in late game rather on card generation, than high-cost class cards.

    Legendary:

    Sen'jin gives an actual payoff for playing focusing on Hero Power and Rituals. It gives you a decent minion in terms of stats, because I felt that this effect on 6-Mana card is worse than cards like Wildfire. I would probably include this in Showcase cards, but I felt like 9 tokens is a bit of overkill.

    Uncollectible:

          

     Thanks for reading through this! Hope you like it, and hope you enjoyed other custom classes in this competition as well. If you have time you may also want to check out 2 previous sets of this class: Basic and another half of Hexxer.

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #8 -- Discussion Thread | Week Three

    @Laurendor

    I think Kevin is way too strong. Permament 1/1 is probably realy strong at 1 Mana, and your can even be buffed. I know that Dreadsteed is rather bad, but I'd say Kevin needs a huge nerf, it's basically 1/1 with Immune, but can't be destroyed with AoE destroy effects. Without changing mechanics it could cost 3 imo, it is probably cheap price for at least 1 extra damage per turn, basically better Wildfire.

    Posted in: Fan Creations
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